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Messages - xZabuzax

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1
The game uses CDDA tracks. It seems that they were damaged after the IMG file was patched (or the image contained errors initially). I recommend following the instructions in the readme file and using only the BIN/CUE image format. So, either you convert your image into the BIN/CUE (for example, using the CDmage utility from this site), or let your friend dump the original disk into the BIN/CUE format.

After I posted that I fixed the issue, it was actually a mistake from my part. I renamed the .img file "before" patching it, that caused the error I was having, I needed to leave that .img intact because apparently it contains important information that the other 2 files recognizes, if the .img is renamed and patched then those important information changes and it won't work anymore. Because of this renaming the "patched" .img back to the name it had before won't work anymore with the other 2 files, apparently those CDDA tracks are pretty sensitive to changes if you rename the .img file before patching.

It was a dumb mistake from my part but hopefully others people having my issue can fix it now. Thanks.

2
I've just tried repatching the game for SSF Beta R3/R4 and it plays just fine. Meguessing - it's the image stuff. I've also left an extended response to you at the other place you posted this. Maybe paul_met will shed some light on this as well.

That and the ending music is the issues for both original and translation for almost every Saturn emulator existing now. For example, mednafen simply crashes when trying to exit to the world map.

PS: I'm also interested if anyone tried this on the console yet as I heard of some issues but it plays just great on my card-reading saturn usual grey version.

Thanks for your reply, I have gotten the intro music to finally play in SSF with my Japanese ripped copy, to fix that issue I had to delete "LINKLE LIVER STORY.bin" inside the folder "CDIndex", however, the same thing happens once I try patching the game with the english translation, once it's patched then the music won't play anymore. I believe the issue are errors from my part because if you got it working then there's something that I'm obviously doing wrong. I will explain my patching process, hopefully you can help me from there:

My unpatched folder has 3 files in it with these extensions: .ccd, .img and .sub, now I open PPF-O-MATIC v3.0 and select the file .img and the .ppf file and patch the .img file. What comes next is what I'm probably doing wrong, you see, the .img file is in english now, however, the other 2 files ".ccd" and ".sub" is not compatible with the new patched ".img" file anymore, and hence, opening the .ccd file from Daemon Tools is not working anymore, opening that .ccd in Yaba Sanshiro is not working anymore either so I have to select the .img file directly in both Daemon Tools or Yaba Sanshiro, once I do this the game works but the music won't play in the intro screen anymore. I believe I need to open the .ccd file somehow and edit it with the new information of the patched .img file to get it to work.

Hopefully you have a better idea of what I'm doing wrong and guide me from there. Thanks.

Note: I already posted this in the translation website but other peoples might have the same issue I'm having so I'm posting this here as well.

3
Amazing work you guys, I definitely want to play this gem on an emulator because my console died years ago, I patched it successfully but I'm encountering issues, I will explain:

The image that my friend made for me (from my original Japanese disk) is in Clone CD format, the folder has 3 files in it which is in these extensions: .ccd, .img and .sub, these files which was ripped from my original disk works on 2 emulators that I tried which is SSF and Yaba Sanshiro, both emus play the music from the intro animation just fine but when I push a button to skip that intro and go to the intro screen the music doesn't play in SSF, however, it does play in Yaba Sanshiro but since the game is in Japanese I won't play it again in those emulators. It seems that SSF is having issues(?) with the music in the intro screen but no biggie, I can still play this in Yaba Sanshiro.

However... after patching the .img file with the english translation with PPF-O-MATIC v3.0 the game works, it's in english now however... the game is having the same issue with the intro screen music, it doesn't play in both emulators now which is odd, It still has the SFX effects and you can still listen to music in the option screen but the normal intro screen doesn't have the music anymore. I don't want to start a new game knowing that the music might not play later on because of the issue I described.

The summary for that wall of text is this:

My Japanese rip that my friend made from my original disk has the intro screen music in Yaba Sanshiro but not in SSF, after patching the game with the english translation the intro screen music doesn't work in Yaba Sanshiro no more so both emulator is having issues in the intro screen now. Can someone point me to the right direction to make the intro screen music working in Yaba Sanshiro with the english patch? if you can help me getting that issue to work in SSF as well then that would be better, I rather play this in SSF.

Thanks.

4
Personal Projects / Re: Zill O'll infinite plus english translation
« on: December 29, 2018, 06:35:05 pm »
The PS2 release wasn't a sequel to the PS1 version. It was a remake with added content... Then they ported it to the PSP, with even more content than the PS2 release.

There was also a prequel for the PS3 with an original story and very different mechanics. It is not necessary to play the prequel first. It's entirely optional.

Ahh perfect, good to know that. I will skip the PSX version and wait for this one instead. Keep up the amazing work guys.

5
Never heard about this game before but goddamn, the music is lovely. Amazing work on the translation guys.

My only complaint so far is the font, they are a bit hard to understand, you need to really focus on it and put some effort in understanding it and I find that to be a bit of a hazzle. If this little issue can't be fixed easily then no problem, I'm still happy with what I've got.

And btw, pretty damn good music this game has.

6
Personal Projects / Re: Zill O'll infinite plus english translation
« on: December 29, 2018, 07:53:49 am »
Can't wait for this project to finish, awesome job so far guys.

I have a question, I haven't played the first one on PSX and I've read that this PSP version is a remake of the sequel which was first released in PS2 and then PSP with added playable character and stuff so my question is: do I need to play the first part in PSX to be able to understand this one or should I skip the first part and wait for this one instead after the translation is completed?

7
Personal Projects / Re: Zill O'll infinite plus english translation
« on: October 14, 2018, 11:42:28 pm »
Thanks for the update, I'm looking forward to see this gem translated one of these days.

8
Personal Projects / Re: Tengai Makyou Zero translation project
« on: January 10, 2018, 07:58:14 pm »
You have to go to the geisha lodge at around midnight for the sandglass. Don't use it as an item - talk to the people there. Also, if you win the sash-undoing competition after midnight, you'll be in for a surprise.

That's what I did, I talked to everyone and also spam that item with everyone at midnight and nothing happened, is there a specific time at midnight where it should be used? Or maybe I already used that item in my playthrough and I just don't remember who accepted the item. In any case, can you please refresh my memory on who accepts the item in the geisha lodge and for what purpose they accepted it? maybe that way I can remember if I used it or not.

And yep, I already saw that surprise at midnight in the sash-undoing competition yesterday, 16-bit uncensored boobies ftw. If this game made it overseas then they would leave that part censored I guess =p

Edit 1:

Nevermind, the NPC that accepts the "Sandglass" finally appeared in the Geisha Lodge. It seems she appears at 9:00pm.

Edit 2:

My curiosity on using the "Sandglass" payed off, I found 2 typos with the NPC that accepts that item:



First typo: "Sandclass"

Second typo: It should be "sand in it", not "sand it it"

9
Personal Projects / Re: Tengai Makyou Zero translation project
« on: January 10, 2018, 04:36:07 am »
I have told people, in the readme and on this board, that the limited time PLGS event won't mean much of anything to the people playing this translation.

The reason why Kouji Imada doesn't sell amazing stuff is because this event began only a couple of weeks after the game was released - they didn't want to give away too much good stuff to players so close to the start of the game, I'm sure.
That makes sense. I was expecting something big because it was a secret event and all, oh well... you were not kidding when you said that these events won't mean much.

The sandglass item is used at the geisha lodge in the Canine Nation's Big Tiger Town, by the way.

Ohh, I had no idea, thanks for telling me that. I will use one of my end game save states to check that out.

Edit:

Went to the geisha lodge to use and spam the "Sandglass" item and nothing happened. I guess it can only be used in a certain time for a secret event or something, oh well.

10
Personal Projects / Re: Tengai Makyou Zero translation project
« on: January 10, 2018, 12:17:29 am »
there's even a secret PLGS event covered in there, and it will only happen in 2018

I was waiting this day to finally see what one of those supposed secret PLGS events would look like and so I went to the Fire Shrine at 12:51pm to find Kouji Imada there but what can i say... I was not impressed, the dude only sell stuff that you will find anywhere else, the only new thing he has is a Backscratcher which is kinda useless because it only raises +10 Luck, I guess I was expecting something big. Not your fault Tom so don't get offended by that comment, I do appreciate the effort in translating those PLGS events.

I can confirm that the battle glitches with the battle plans doesn't happen anymore with the new patch so it is indeed fixed, awesome job like always.

BTW, there is an Item that I've never used because I have no idea how or when to use it, it is the "Sandglass". Does anyone knows what this item is supposed to do?

11
Personal Projects / Re: Tengai Makyou Zero translation project
« on: November 17, 2017, 10:01:43 pm »
Yes, xZabuzax. That is the glitch - DDS believes that it is due to a glitch with the strategies, related to the reported issue with the Red Dragon Katana. What you say here seems to back this up. If that's the case, then it's already fixed and won't be an issue in the patch update.

So then really, the only issue left to fix is the black Zzz graphic. DougRPG and FlashPV are trying to settle this matter now.

Ahh cool, good to know that the issue is fixed. I also had that issue fighting the last boss and it was pretty annoying. I fixed the issue by removing the "Red Dragon" katana from strategies so that's definitely the issue then. What I don't understand is that it never happened in the beginning and it only started happening in the "Rainbow Bridge" before entering the robot.

But oh well, good to know that the glitch will be fixed in the next update.

12
Personal Projects / Re: Tengai Makyou Zero translation project
« on: November 17, 2017, 08:31:07 pm »
There has also been one very odd in-battle graphics glitch reported - a complete mystery to me. The person who reported it can't get it to trigger again.

You mean this one?


I had that a lot on my playthrough but I never reported it though, it disappears once the battle ends and it may happen again randomly during a battle. That's probably a Snes9X issue because I can't make it happen when I'm using Bsnes.

That glitch started happening when I started abusing the "Red Dragon" katana but it never happened in the beginning when I started abusing that item, it actually started happening in the cave where you find the robot behind the waterfall. Before you get inside the robot there's some sort of "rainbow bridge", you get on top of it to get inside the robot so it has something to do with that "rainbow bridge" because the first time it happened was when that bridge was present. After that I started having this issue randomly during a battle.

My conclusion, that glitch only happens in Snes9X and has something to do with a combination of the "Red Dragon" katana being used as an item in Strategy and the "Rainbow Bridge" to get inside the robot.

13
Personal Projects / Re: Tengai Makyou Zero translation project
« on: November 14, 2017, 09:06:03 am »
Don't get me wrong, I also enjoyed playing this game from start to finish but let's be honest, the only peoples interested in Snes games are the hardcore retro guys like us but then again, the "awe" is not the same anymore since we are pretty old by now and most of us won't even bother in trying to figure out the secrets of this game so is better to just spoil everything.

14
Personal Projects / Re: Tengai Makyou Zero translation project
« on: November 13, 2017, 07:57:22 pm »
The way to activate this is actually pretty complex, but if has to do with an old Japanese folk tale. I'm definitely not spoiling anything by saying that, but even though the boss is super underwhelming, I thought the way the secret quest is presented was actually pretty nifty.

Just go ahead and spoil it dude (add the spoiler tag to the comment), to be honest most people's are not interested in this game, it is understandable, most of us from the Snes era are close to our forties so the "awe" in Snes games is not there anymore and most people's won't bother in trying to fight that secret boss either because there's no good updated english walkthrough and we won't bother in figuring it out either.

So just let it go and spoil any secrets that you guys know about this game.

15
Personal Projects / Re: Tengai Makyou Zero translation project
« on: November 11, 2017, 01:13:32 am »
xZabuzax: although the game seems to prod players to choose the ending that you picked, the other choice is actually the more interesting of the two endings.

You mean the ending where Higan:
Spoiler:
chooses to be the king/ruler of Jipang?

It was nice and all but don't know, I wasn't satisfied with it. The other ending where he chooses to "not" do it felt more complete to me because it gave a nostalgic feeling when:
Spoiler:
Higan and the party were visiting the previous places. It was also thanks to this ending that I spotted the typo because I had no idea that Akamaru was in Jail so after the ending I visited that place and found him there.

Are those the only endings available or is there anything else more "secret" that I'm missing? I'm kind of a "completionist" so I want to make sure to see almost everything in a game before I move on. Is there a good english website available that provide info on this game? the website that you provided in the "Read Me" is in Japanese so I won't be doing much there.

16
Personal Projects / Re: Tengai Makyou Zero translation project
« on: November 10, 2017, 01:20:20 am »
I see, I'm glad I was able to spot that out.

By the way, I don't know if this was intentional:



He says: "They ain't gettin' out prison" but shouldn't it be "They ain't gettin' out of prison" instead?

Anyways, just finished the game, is a decent RPG. The encounter rate was pretty high so I was forced to use items to reduce the encounter rate. From the 2 endings I saw one of them was extremely satisfying. It was:
Spoiler:
the one were he choses to not be the King/Ruler of Jipang. That ending gave me a bit of goosebumps and when something gives me goosebumps then it is good. The music was pretty nice too!

The translation was superb!, can't stress this enough, the translation was pretty damn good, awesome work there!

It was an awesome ride. Will start looking for another RPG to play, it will probably be Xenoblade (Wii), Albert Odyssey Gaiden ~Legend of Eldean~ (Sega Saturn) or Ys III, VI, Origin (PC).

17
Personal Projects / Re: Tengai Makyou Zero translation project
« on: November 09, 2017, 06:53:56 pm »
That's serious, in my book.

I'll send you a PM.

Hey Tom I've sent you the email.

18
Personal Projects / Re: Tengai Makyou Zero translation project
« on: November 09, 2017, 05:01:26 pm »
Found a bug, I'm at the end of the game and got the weapon powerup with all 3 characters that allows you to attack all enemies but before I fight Nigiri I went to get my Wonderfly and once I got it I look at the menu and I see this:



Instead of "Scrolls" it says "Red Dragon" which is an OP weapon that I use in "Strategy" for almost every attack and as you can see, "Strategy" is not there either. Don't know if this bug has something to do with the "Cash on Hand", as you can see I have plenty of ryo that I made gambling (I didn't cheat). That little issue disappears once you close the menu and open it again.

This little issue happened in both Snes9X and Bsnes, not a big deal but I'm letting you know just in case.

19
Personal Projects / Re: Tengai Makyou Zero translation project
« on: November 08, 2017, 01:50:26 am »
Here's the part in which the hermit tells you which kibbles you have to use:

Spoiler:

But I'm not sure about the time. I recall the hermit saying something about 50 hours, but I opened it after 50 hours and 30 minutes and got a kabuki fly instead. I tried again but I forgot about it and the larva rooted (it seems the limit is 60 hours).

So I used a virtual machine (VirtualBox) to experiment with the hours to trick the clock system and it is actually 40 to 49 hours that allows you to get the Wonderfly. 39 hours and below doesn't work, 50 hours and above doesn't work either, it is 40 to 49 hours.

20
Personal Projects / Re: Tengai Makyou Zero translation project
« on: November 07, 2017, 08:27:31 pm »
Here's the part in which the hermit tells you which kibbles you have to use:

Spoiler:

But I'm not sure about the time. I recall the hermit saying something about 50 hours, but I opened it after 50 hours and 30 minutes and got a kabuki fly instead. I tried again but I forgot about it and the larva rooted (it seems the limit is 60 hours).

Thanks, at least that's a start. 60 hours is indeed the time limit and the larva will rot so it must be between 45-59 hours.

I will experiment with the hours using save states to get that darn Wonderfly, I will leave a save state close to the egg to keep track on it, the real time clock won't change with save states so is safe to use.

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